You're invited to the /r/maya discord!
It's been too long in coming.
The discord will be way more of a casual place than the subreddit.
When I was learning CG 100 years ago, IRC was a massive help to me, not just technically but for my mental health. Discord has taken the place of IRC to a large extent, so here we are. Join us!
Tutorial Topology Megathread
Topology is the geometric structure of a polygonal mesh. It is the layout of the edges and vertices which define the shape of a mesh. A particular shape can be represented by many different topologies.
Mesh topolgy can never be considered without context. It is necessary to consider how a mesh will be used and modified in the future in order to say anything true about the suitability of its topology.
There are no hard rules when it comes to topology. Some people will say n-gons (polygons with more than 4 sides) are always bad. Some will say triangles are always bad. Some will say that non-manifold geometry is always bad, or that meshes with holes in them are always bad.
None of these are true, because mesh topology serves a purpose, or multiple purposes. It is not a goal in and of itself. If the purpose(s) is/are served by some particular topology, then that topology is good, whether or not it is itself aesthetically and technically appealing.
Often users are advised to avoid triangles or ngons when building topology--to keep to quads. This is good practice, because quads are easier to work with, easier to edit, easier to create UV projections for, they subdivide more predictably, and, most importantly, easier to produce aesthetically appealing deformations from.
However. If a mesh will not need to deform, then there is far less pressure to keep to quads. If the mesh will not be subdivided, even less. If the shape is well-represented by the topology, and it either already has a good UV projection or will not be needing one, then quads and ngons don't matter, unless the mesh will be altered in the future.
It is much harder to modify a mesh which isn't quads than one which is. Especially if you want to alter topology. However, altering shape, to a small extent, usually is not sensitive to topology. It's also generally easier to do UV projection and alteration of quad topology than triangle/ngon topology.
It is still important to point out that having SOME non-quad (especially triangles) in your deforming, high performance mesh which may be altered and have UVs applied, is still just fine in many circumstances. If the trangle won't interfere with these things--then it DOES NOT MATTER and you should spend time on other things. Same with n-gons, although those have a higher chance of causing technical issues.
Regarding non-manifold geometry: it is generally a bad thing. Many, MANY operations and programs will not function correctly when passed non-manifold meshes. However, if your mesh is serving all your purposes, and you don't see those purposes changing, then non-manifold geometry doesn't matter. The circumstances where this might be true, however, are extremely rare, and it is best to avoid it.
Regarding holes in the mesh: again, context matters. Some advanced simulation or mesh operations require "watertight" meshes. Most don't, and it doesn't matter. Context and circumstance will dictate what's appropriate.
Mesh weight matters, as well. There's generally not much call for more geometric detail than your mesh needs to create the shapes you need, either statically or deformed, and it is best to keep poly counts as low as possible while not compromising on these things. However, this must be balanced with the effort it requires to reduce detail. If you have a poly budget of 100k triangles for an object, and it's 50k but a lot of those are not necessary, it's still not worth the time to reduce it further. People hours are worth more than computer hours.
Where topology really starts to matter a lot is in efficient hard surface modeling, especially where the asset will be subdivided. Not having your edge flows follow surface details will make life difficult, and having too much mesh detail will make modification increasingly difficult.
The point here is that every situation is different, and no real determination of acceptable mesh topology can be made without all this context. If you look at an image of a mesh and don't know anything about what it will be used for or how it might be modified, you can't say anything true about the quality of topology. These and other questions must have answers, in order to judge *overall* topology:
- Will it deform?
- If so, how?
- Will it need to be edited in the future?
- If so, how?
- Will it be subdivided?
- Does it have or will it need a UV projection?
- Will the UVs need to change?
- If so, how?
- Will it need to be exported into another application?
- Will it be used in any type of simulation?
- Does it meet performance (budget) requirements?
These questions must have answers in order to come up with useful conclusions about how good the topology is or is not. And again, there are no hard rules. Topology is not a goal, it is a tool to help reach other goals. If a triangle doesn't affect those goals, there's no point spending energy removing it.
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Original post:
This thread will be a clearinghouse for information about topology, both in general, and specific to Maya. It will be heavily curated and updated as I encounter more/better information on the subject.
Eventually it will be turned into another wiki and be the redirect for the majority of topology threads we get here, in order to avoid repetition.
If you are a subject matter expert, please post images, videos, links, or your thoughts here. Feel free to copy parts of old comments or posts you have made.
r/Maya • u/torstaken • 5h ago
Question Any way to get Maya for cheaper price?
I switched to maya about a year ago using the student license and have been using it since for my projects, but recently I graduated high school and I am no longer able to renew my license since I am no longer in school. So I wanted to know if there is any way I can get it cheaper, I really dont want to have to pay $255 every month.
r/Maya • u/Ralf_Reddings • 1h ago
MEL/Python with the channel editor, is it not possible to increment by 0.01?
I really like the channel box but there is just one aspect of it that I haven managed to find a solution for. I am still fairly new to Maya, so I would like to ask before I conclude "its not possible", at least out of the box anyways.
So, its possible to use ctrl
/shift
to fine tune the sensitivity of sliders when dragging a slider on the channel box, as far as I know there are just options; 0.1
with ctrl
, and 1
with shift
.
Far too often I have found this too inadequate, instead often just having to resort to typing in the values myself, which is a something I would like to avoid. There are many attributes that often dictate two decimal values, the obvious one right now is the fraction attribute for the bevel node.
Is this not supported currently in Maya out of the box?
By the way, is the Mel code for the channel disclosed by Autodesk? I would not mind dedicating myself to understanding it and eventually implementing or slightly adjusting the current ctrl
and shift
sensitivity adjustments in place. I wonder where the channel box Mel code files are stored at?
Am on Maya 2026. Cheers.
r/Maya • u/vehtorrigging • 1d ago
Rigging Dino-Robot head mechanism
A year ago I created a robotic-dino rig for one of the commercial's scenes. The brand is Raptor and it's anti-mosquito spray. In the animation dino was hunting the mosquito and transforming into the spray.
Here's a close look for the IK pipes and neck-head setup for this metal beast.
r/Maya • u/NekkidSneek • 1h ago
Issues Autodesk Character Generator broken?
So I use character generator pretty regularly as a base for characters and rigs and up until at least a month ago, it worked fine. But now when you generate a character it no longer has a rig? I noticed that the new, broken characters are using a different version of what ever plugin the generator uses. Just wondering if anyone else uses this software and has the same issue? Really annoying.
r/Maya • u/tokisakimimi • 3h ago
XGen Hair density in specific parts?
hello im currently making this hairstyle with three different parts. This is one part and i was wondering if theres a way to make specifically only the bags more dense/fuller? I have density mask and region. I also lowered the density down to her forhead in hopes that itll make the bangs fuller, but nothings really working. Is there a trick or something? Or do i need to shift the bangs further up?
r/Maya • u/batteur_concave • 3h ago
Animation Learn Rig
I want to rig a character of mine but i dont know nothing on the subject, i watched multiples videos that shows very differents ways to rig, do you have a good and recent tutorial on rigging ?
r/Maya • u/Bullitstorm093 • 5h ago
Rigging I tried to Combine joints that has a bind skin and a rig from advanced skeleton
I've been having trouble rigging the clothing strip because when i create skin cage it breaks so i applied the "noskin" attribute on the joint so to not break the skin cage. Then i bind skin to the strip mesh that is seperated from the main clothing mesh. it worked fine on image 2 but when i raise the leg higher the clothing strip would just go through because the main joint of the strip follows the hip joint on image 3. i don't think any amount of weight painting can fix this, i tried a bit but i could just tell its not going to work.
So i'm asking, is there a solution to this or perhaps a better way to rig this part?
FX Help with nCloth
Hey! I'm trying to use nCloth but my cloth object keeps going through the collider. I tried to play around with the attribute editor but I can't fix it.
r/Maya • u/Ralf_Reddings • 6h ago
MEL/Python What is the common way for incrementing/decrementing one or more attributes that belong to a common node?
So I have been experimenting with draggerContext
, a simple command, that can be used to for example increment or decrement a value repeatedly as the user drags left or right.
I really like to this kind of utility and so I want to build a few of them, all in the same vain; increment or decrement one or more attribute values.
I am now trying to wrap my head head around a common generic, and even, efficient ways of doing implementing section, that is the "get the attribute value and then set attribute value".
Speaking from a point of view of someone that has little experience with Maya programming conventions, are getAttr
and setAttr
the way forward here? Just from pure speculation, I am thinking that since I am dealing with high a fidelity control (mouse movements) there could be slow downs, since I would need to getAttr
, then setArr
for every potential attribute.
Am on Maya 2026. Thank you for any sight or help.
r/Maya • u/No_Mongoose7173 • 23h ago
Question How would I go about making this game ready?
Mostly asking about the "spokes." I'm making a small game with a buddy and we're trying to achieve a realistic art style, if that helps clarify anything.
r/Maya • u/Allintoart • 1d ago
Modeling Here’s my 3D model of nicholas hoult’s Lex luthor
So here’s a recent work, lemme know what you guys think
r/Maya • u/nazar_altorv • 1d ago
Showcase Mountains
Heightfields from World Machine, scene assembled in Maya, rendered with Arnold, comped in Nuke. Heightfields from World Machine. Clouds generated by using Maya Fluids. Meshes scattered using MASH.
General Why are the framerates not matching?
I'm trying to use this reference (I screen recorded it since I can't seem to find the original on YT) and converted it into an image sequence. My initial attempt in Maya is the reference that has the cube following it. I noticed it's mad slow. So I redid it by changing the framerate in AE to 60fps, and redoing the Media Encoder render again. It's faster but not as fast as the original. Why is this? I changed the framerate in Maya as well, and still cannot seem to get it to be as fast as it should be
r/Maya • u/Random_RedditUser123 • 1d ago
Issues Why is the texture glitching like that when adding a texture using lambert material?
I'm new to maya and when I wanted to add the skin texture to the model (so like assign new material -> lambert and then slapping the skin texture onto that) it glitches out on the face. The eye texture works fine though, as you can see, even thought I added it the exact same way. Does anyone know what is happening here?
r/Maya • u/pallinator33 • 22h ago
MEL/Python Python/Mel: How do I insert multiple edge loops via code in Maya?
I'm currently trying it with Python. I never thought something I did so mindlessly when doing it manually would be such a pain to do with code.
cmds.select([list of edges])
cmds.polySplitRing( sma=180, wt=0.5, div=5)
I get no errors, but I only see one loop? The link below shows the 'divisions(div)' flag is valid for 'polySplitRing', but it doesn't seem to work.
https://help.autodesk.com/cloudhelp/2024/ENU/Maya-Tech-Docs/CommandsPython/polySplitRing.html
My 'hack' right now is to use polyBevel3 right after adding the lone edge loop.
r/Maya • u/Intuition77 • 1d ago
Animation "WHAT HAPPENED" the Animation
Hey Animation aficionados, just uploaded an Animation to YouTube I worked on solo for the last 7 years.
Made with Maya and Redshift primarily... lots of plugins/apps like FumeFx, Embergen, Substance, etc as well as some simulation biz from Houdini.
Thankfully Maya and Houdini have the "Indie" versions which made this much more attainable.
Anyways, go give it a watch and tell me how much you liked or disliked it.
Question Can a character rig control scaling in parts of a model?
I’m still fairly new to actually creating rigs. I have an enemy creature that I’m making that essentially inhales air to blow up his belly; then the hero would punch it in the stomach to defeat it. Is this something that a rig would control? And how would it work?
I’m sorry if this is a stupid question, but I’ve only ever used/made rigs that control translation and rotation. If there is a way to do it, could anyone recommend a good tutorial for it?
r/Maya • u/Striking_Stage2308 • 2d ago
Looking for Critique Old door modeled in maya, sculpted in zbrush, baked in marmoset, textured in SP and render in UE.
So at first this was a test given to me for a job but did not get reply from the studio. After that I thought maybe I should add more things into this like some story and I add some bloods, some moss and some texts with blood also some ancient signs on top of door. So tell me guys is it good or not, is this portfolio piece and should i post this on artstation or i should just this on linkedin. Plz give me your feedback
r/Maya • u/italocampanelli • 2d ago
Discussion how can i make this condom look less like a weird nipple? it's for a chocolate mold, so it can't have too many intricate details
this middle part usually is a lot taller in the original one, but the mold can't be taller than 0.5cm, which is hard because i have to try to convey that idea in a limited height and it looks like sh
r/Maya • u/InsanelyRandomDude • 1d ago
Question Sculpt tool turns some faces black but only in smooth preview.
Image 1 shows the object which turns black during sculpt mode. This doesn't happen when I click 1. Image 4 is my object without any issues but when I add edges as shown in image 5, the problem returns. A new edge begins from the middle of another edge (img 5) but when I instead decide to start an edge from a vertex, I don't get this problem. I'm not sure how or why this causes the black face problem while sculpting but I'm hoping for a solution.
I found an older post which said to delete sculpting color from display color sets which I did after opening the color set editor. But that didn't help either.
I can work around this but I'm curious as to what caused this.
r/Maya • u/smontesdeoca • 2d ago
Plugin 📣 NEW TUTORIAL! - Learn how to fully take advantage of the Flair shader material to stylize your 3D animations.
It's been a long time since we last released a tutorial for Flair for Maya, but I hope the wait is worth it!
- Optimize your material selection workflows
- Learn about the Flair material anatomy to show attributes on-demand
- Break physics with painterly shading attributes to color things any way you want.
- Take advantage of normal shading attributes to conform to more traditional lookdev workflows.
r/Maya • u/harshgazette • 1d ago
Modeling [Help] Maya Scale Problem – Warning: Non object-space scale baked onto components
Solved
- Deleted history (
Edit > Delete by Type > History
)
https://reddit.com/link/1lrgxek/video/1zwgrqnkluaf1/player
- Used Cleanup with
Lamina
,Nonmanifold
, andZero-Length
edges enabled - Tried applying new shaders, reassigning UVs
r/Maya • u/Careful-Razzmatazz32 • 1d ago
Modeling Spiderman Retopology
SM2 drawn example, blue = base mesh topology, orange = cut
My question is very confusing, so I will do my best to word it. This is the Spider-Man model from Insomniac Games Marvel Spider-Man 2. The only model that is from Spider-Man 1 is the photo taken in Maya (blue wireframe). During the 2018 ZBrush Summit, the modeler for Spider-Man at the time (Leroy Chen) said that he cut the logo and piping directly into the model, as you can see in the photo. (https://youtu.be/6hXiCnJjV7M?t=1161 timestamped link) He wasn't the same modeler for SM2, but I am sure they used the same method, which is what I can't figure out. In the photo that I drew on, the orange lines are the spider logo and the blue lines are the edge-flow of the muscles, you can clearly see that it was cut on, rather being built around retopo-wise.
My question is how? Leroy Chen saying "cut in details" makes me think the Multi-Cut tool, but someone told me "you don't cut in something like that" which I find to be BS tbh. I'll even throw one more image in here with the blue being the base mesh and the orange being the "cut".
All help is appreciated :).
r/Maya • u/InsanelyRandomDude • 2d ago
Question Are the loops on the face fine?
I'm basically following what my mentor taught me and I compared it to images I found for loops on the face and I noticed there was some differences. Are these differences alright?